So, I poked around in options.rpy, but I couldn't seem to find what I needed... how do I make the choices for the in-game menus appear somewhere else on the screen? (i.e., below the character's speaking text, which I've managed to put in the middle.)
In my professional life, I am a 3D artist. I'm opposed to 3D because the kind of 3D that can feasibly be produced by a single artist, or even a small team, is likely to be aesthetically unappealing.
Hmm. I wonder if a useful way of defining a 'good' choice might be that it either affects the story (directly or indirectly), or it allows you to express something interesting about the character you're playing. So, whether or not you like pistachios isn't that interesting... but whether you're snar...
Glad you like it! There's a chance I'm going to be putting this project on the back-burner for the chance to work on an actual VN, but it's something I'm sure I'll come back to in the future. My take on that issue: I want to create conversation trees that evolve, with characters that remember what h...
I'm only just getting started with story-based games, (mostly over at ChooseYourStory.com) but so far I'm really leaning towards a 'choice-dense' style. Not many choices at once -- I think more than four or five is probably too many -- but very frequent choices. Because to my mind, if you're making ...
Well, but the player only gets two styles to start with. So I couldn't just offer one example of each pair and see what they pick. And I doubt they'd appreciate being able to choose freely in the beginning, and then all of a sudden they can only be charming, just because they picked charming once. N...
I'd like to make the character building more immersive than 'here, pick two of these, three of these, and one of those,' but it's going to be tricky. Definitely worth trying, though.
The less said, the better, really. I am firmly of the opinion that Bad Game is an excellent example of it's title because it's Cleverly bad. It actually does exactly as it intends. You have two ending -- both Bad, but what makes it clever is that it forces the player into a loop where they keep pla...
Yeah, that's definitely a potential issue. At least during character creation, the game will make you distribute your points relatively evenly -- so you're getting two conversation styles whether you want 'em or not. But after that, I'm undecided.